Eldraal

elemental · CR 2 · from Book of Beasts I · by Robert J. Hall
Eldraal
StatisticValue
Size/TypeLarge Elemental (Earth, Fire)
Hit Dice3d8+9 (23 hp)
Initiative+0
Speed20 ft. (4 squares), burrow 10 ft.
Armor Class19 (-1 size, +11 natural), touch 9, flat-footed 19
Base Attack/Grapple+2/+9
AttackSlam +4 melee (1d8+3 plus 1d8 fire)
Full Attack3 slams +4 melee (1d8+3 plus 1d8 fire)
Space/Reach10 ft./5 ft.
Special AttacksHeat
Special QualitiesDarkvision 60 ft., elemental traits, immunity to fire, vulnerability to cold, lava healing, molten
SavesFort +6, Ref +3, Will +0
AbilitiesStr 16, Dex 10, Con 16, Int 4, Wis 9, Cha 13
SkillsListen +2, Spot +2
FeatsCleave, Power Attack
EnvironmentElemental Plane of Earth
OrganizationSolitary
Challenge Rating2
TreasureNone
AlignmentAlways neutral
Advancement4–7 HD (Large); 8–10 HD (Huge)
Level Adjustment―

Description

This creature resembles a large protrusion of molten lava. The body lacks distinct features, and it is covered with a layer of cooler gray rock broken by orange veins of glowing magma.

This servant being from the plane of lava is magically created to carry out the whims of its masters. It resembles little more than a big, nearly shapeless blob of molten rock. A typical eldraal is a weak-willed creature and has only a modest intelligence. They are large, bulky, and clumsy creatures who are suited for little more than simple labor. In the prime material plane, however, these creatures can be very dangerous entities due to their magma bodies.

Eldraal lack the will to form deep social connections with others of their kind. Only if an eldraal is set free and left to its own devices for many decades will it begin to form a self-awareness and an ability to interact meaningfully with other creatures.

The eldraal obtain all of their physical needs from contact with lava and prefer to dwell in a large pool of magma. They especially prefer fast flowing lava and will mindlessly frolic in the intense heat when their masters do not command their labor.

The body of this creature constantly radiates a hot red glow, providing heat and illumination in the immediate vicinity. Their molten flesh is hot enough to boil water, and any moisture that strikes will instantly vaporize as steam.

Although they dislike doing so, an eldraal can slowly pass through solid stone. This contact with solid stone causes damage, however, which must be recuperated by resting in a pool of lava. The eldraal will begin to suffer physically in any region where water can condense, and will turn to solid rock when immersed in liquid water. Contact with fog or rain will also cause cold damage.

Combat

The eldraal are raised to perform physical labor for their lava elemental masters and they have no combat training. Nevertheless they do possess the means to defend themselves and they can prove formidable opponents when called upon to fight. They can form up to three limbs from their bodies that can stretch out to strike a foe. In addition to the physical damage caused by these rocky limbs, the impact leaves behind a piece of red-hot rock that continues to burn the struck location. They are able to draw energy directly from surrounding lava and soon regenerate any damage.

Heat (Ex): Merely touching or being touched by an eldraal automatically deals 1d8 fire damage.

Lava Healing (Ex): While in contact with molten rock, an eldraal receives fast healing 2.

Molten (Ex): Their glowing bodies provide normal illumination in a 10-foot-radius. As long as they remain in contact with water; melt their way through solid rock; or are in cold surroundings, an eldraal receives 2 points of damage each round. Contact with cool fog or rain will deal 1 point of damage per round.

Advanced Benefits

In addition to the standard changes due to Hit Dice advancement, eldraal also gain the following special benefits.

  • 5–7 HD ― Fast healing 3 while in contact with molten rock.
  • 6+ HD ― The eldraal can form an additional limb, allowing 4 slam attacks during a full attack.
  • 7+ HD ― The damage from touching or being touched by an eldraal increases to 2d6.
  • 8–10 HD ― Fast healing 4 while in contact with molten rock.
  • 9+ HD ― The burrow speed increases to 15 ft.
  • 10 HD ― Fast healing 5 while in contact with molten rock.

Also in this section of the source

Elf

Elves average 5 feet tall and typically weigh just over 100 pounds. They live on fruits and grains, though they occasionally hunt for fresh meat. Elves prefer colorful clothes, usually with a green-and-gray cloak that blends well with the colors of the forest.

All 820 monsters in the Netbook Bestiary